#version 430 core

layout(local_size_x=16, local_size_y=16) in;

layout(binding=0, r32i) uniform writeonly iimage2D image0;

uniform uvec2 bounds;
uniform int value;

void main(void)
{
	uvec2 gid = gl_GlobalInvocationID.xy;
	if (gid.x < bounds.x && gid.y < bounds.y)
	{
		imageStore(image0, ivec2(gid), ivec4(value,0,0,1));
	}
}